N18 Tactic Cards + Pets

ch3weh

Juve
Nov 30, 2024
10
5
18
There's a van saar tactics card called "Experimental Rig", I want to know if it can be used to enhance the cyberachnid's web projector (van saar's spider pet).

Any thoughts welcome.

The tactic card states:

Experimental Rig​

Play at the start of the game, after both sides have deployed.

Choose a weapon possessed by a friendly fighter. For the duration of the game, this weapon increases its Long range by 6" and its Strength by 1, but loses the Plentiful trait if it has it, and gains the Scarce trait if it doesn't have it.
 
The range would not be affected, since range T is range T is range T. The strength would go up by +1. It does not have Plentiful, so no change there. It already has Scarce, so no change there. It looks as though all it would do would be to increase the critter's web projector strength from 2 to 3.
 
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The range would not be affected, since range T is range T is range T. The strength would go up by +1. It does not have Plentiful, so no change there. It already has Scarce, so no change there. It looks as though all it would do would be to increase the critter's web projector strength from 2 to 3.
Yep thanks man. My aim was to increase the chance of webbing, that's it. So that +1 strength would be useful. My concern was more if that tactic card could be assigned to a pet's weapon or not, but I guess it can given that they are considered a fighter unless specified otherwise.
 
Yep thanks man. My aim was to increase the chance of webbing, that's it. So that +1 strength would be useful. My concern was more if that tactic card could be assigned to a pet's weapon or not, but I guess it can given that they are considered a fighter unless specified otherwise.
small tactica:
radweapons inflict flesh wounds (and lower toughness), you can weaken your opponents to allow your cyberarachnids to web them.
 
Toxin gives good web support too, by pushing in flesh wounds, in the same sort of way. Sadly (?), the web pistol is not a sidearm, so it cannot be Gunslingered or Two Guns Blazinged alongside a "support" weapon. Instead, web weapons need to be "Group Activationed" to really support each other.
 
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The pet is a wargear can he be affected by a tactical card in the first place?

Edit:
I know he is also a fighter that activate as the same time than his owner but this one of the ambiguous situations the rules like to have.
 
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speaking of... rad-phage with a rapid fire weapon implies you can only inflict '1' flesh wound/hit model per round (on a 4+ ...)
or can you inflict multiple (rad-phage) flesh wound?

edit: found the answer elsewhere here... max 1 flesh wound / per hit model
 
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The pet is wargear can he be affected by a tactical card in the first place?
The pet has a fighter card and is a fighter, which is all the Tactics card asks for.

From the Core Rule Book, page 57:
Any model that represents a single humanoid or a single animal is referred to as a ‘fighter’ by the rules. This could be a lowly gang member, a renowned hired gun, or even an exotic beast owned by a mighty gang champion.
and page 87:
Exotic Beasts follow all of the normal rules for a fighter, with the following exceptions:

So Exotic Beasts are:
1. Equipment
2. Wargear
3. Fighter
4. Exotic Beasts
5. friendly to the owning gang

They have limits on what sorts of actions they, as a fighter, can perform (around loot caskets and doors, particularly, and Assistance for another), which still suggests they do count as a fighter. They have exceptions to how other fighters react to them getting Seriously Injured or Out Of Action which again, suggests they are a fighter or else the exceptions wouldn't be necessary. So they SHOULD count as a friendly fighter (unless some day GW updated the FAQ and changes that status for some reason).
 
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The pet has a fighter card and is a fighter, which is all the Tactics card asks for.

From the Core Rule Book, page 57:

and page 87:


So Exotic Beasts are:
1. Equipment
2. Wargear
3. Fighter
4. Exotic Beasts
5. friendly to the owning gang

They have limits on what sorts of actions they, as a fighter, can perform (around loot caskets and doors, particularly, and Assistance for another), which still suggests they do count as a fighter. They have exceptions to how other fighters react to them getting Seriously Injured or Out Of Action which again, suggests they are a fighter or else the exceptions wouldn't be necessary. So they SHOULD count as a friendly fighter (unless some day GW updated the FAQ and changes that status for some reason).
I agree on all that but that mean outside a game you can use an inload memory pike to give a per a skill. Right?
 
I agree on all that but that mean outside a game you can use an inload memory pike to give a per a skill. Right?
When a gang buys an inload spike, they must choose one of their fighters to attempt to use its data. The chosen fighter must immediately roll on the Lasting Injuries table (re-roll any results of Bitter Enmity or Captured). If the fighter is still alive after making this roll they gain one skill of their choice from Agility, Brawn, Combat, Cunning, Ferocity, Leadership, Savant or Shooting. The spike is then used up and removed from the gang’s stash
It looks like yes, by the Rules As Written. Medicae would be useless, since they are expressly forbidden from Assisting. A few other skills likewise. Infiltrate would be useless if they set up beside their owner. Fixer would be funny. Munitioneer could be useful depending on who owns them. Most of the Agility skills would be useful for most Exotic Beasts.

But that's an expensive way to get a skill.

Curious aside ... my guess is that the gang rating change for the pet's value would be the same as for getting a "not primary or secondary skill"? Or for the other gang fighter, for that matter? The Mnemonic Inload Spike goes to gang stash and then gets deleted from stash, so doesn't affect Gang Rating or Crew Rating. But the skill would, one might presume?
 
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It looks like yes, by the Rules As Written. Medicae would be useless, since they are expressly forbidden from Assisting. A few other skills likewise. Infiltrate would be useless if they set up beside their owner. Fixer would be funny. Munitioneer could be useful depending on who owns them. Most of the Agility skills would be useful for most Exotic Beasts.

But that's an expensive way to get a skill.

Curious aside ... my guess is that the gang rating change for the pet's value would be the same as for getting a "not primary or secondary skill"? Or for the other gang fighter, for that matter? The Mnemonic Inload Spike goes to gang stash and then gets deleted from stash, so doesn't affect Gang Rating or Crew Rating. But the skill would, one might presume?

I agree about the skill rising the value. You can't had fixer because they have there own limited skill. That's just my interpretation. p86/87 core rulebook.
 
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The mnemonic unload spike sets its own rules for skill lists, regardless the fighter’s skill lists. As such, it maybe could swing Fixer or Munitioneer, regardless the usual skill limits on exotic beasts - but that would be an arbitrator call on which piece of equipment trumps another piece of equipment.
 
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